I told you where to find what his question is bout (don't even know if that 
part's source code is avail, not looked).... you wanted to take a look on it.

I would have replied to him if I had done stuff similar or with the same in the 
past and . As I didn't, and have no time to start figuring out from the SDK to 
come to the same position as he is now, its no use.  I replied to you, to get 
you to get smarter with the replies, for you keep asking for "full source code" 
which nobody is ever going to give unless you're in the same team/project and 
have that already. Either give a meaningful reply, or give some feedback in 
which you might search, so they can continue. He as programmer wont be scared 
to try some stuff out or find out if its correct. Just replying without 
thinking which achieves nothing is just a waste of time. 

Now, go back to that question, what was the question about?
The discussion had lead to the question what the difference in handling was 
between a marine object and another moving object. The first thing that comes 
to mind for me is vertical/horizontal movement limiters/dampeners or speed 
ramping in w/e capacity it is coded in. For movements in liquid should be 
moving slower, speeding up/down slower and more limited in speed/direction etc. 
But I didn't answer that, for I (normally) am not kicking in a open door, for 
he would know that already. Question would be: isn't the same type of code 
active, but just the marine with smaller bounds which make it way less/not 
noticeable.




>________________________________
> From: Nick <xnicho...@gmail.com>
>To: Mart-Jan Reeuwijk <mreeu...@yahoo.com>; Discussion of Half-Life 
>Programming <hlcoders@list.valvesoftware.com> 
>Sent: Thursday, 7 June 2012, 13:44
>Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ?
> 
>LOL! U talk nice words. It is easy to pop up out of nowhere and attack
>me( i was  only person to even offer a reply).
>
>Mart-Jan Reeuwijk can you determine what the problem is without
>looking at his code??
>
>I would ask you (Mart-Jan Reeuwijk) to help. Please! This is a serious
>issue and
>Psy_Commando is very eager to have this thing fixed!
>
>
>
>On Thu, Jun 7, 2012 at 1:20 AM, Mart-Jan Reeuwijk <mreeu...@yahoo.com> wrote:
>> stop asking for the code, esp when they use it from the VALVE SDK's....
>> which means it should already be on your hard disk. If its some they wrote
>> themselves, they wouldn't ask what the difference is between marine vehicle
>> code and other handling code within it. Instead they would link up the code
>> fragments that they wrote themselves.
>>
>> And this is bout the 4th time I see you asking for code or when they quote
>> some code part asking for the full code where its totally irrelevant. Seems
>> to me your not a dev,
>>
>> ________________________________
>> From: Nick <xnicho...@gmail.com>
>> To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com>
>> Sent: Thursday, 7 June 2012, 7:23
>>
>> Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ?
>>
>> Nobody can answer that if you don't share the code........
>>
>> On Wed, Jun 6, 2012 at 9:19 PM, Psy_Commando <psycomma...@gmail.com> wrote:
>>> I tried to go with the marine/aircraft hybrid, but I decided to turn it
>>> into
>>> a marine driven vehicle before. And for some reasons, it works perfectly
>>> with no jitter !
>>> What could be taking place in the marine code that would solve that
>>> jittering problem ?
>>>
>>>
>>>
>>> Thu, May 17, 2012 at 1:26 AM, Psy_Commando <psycomma...@gmail.com> wrote:
>>>>
>>>> Urgh, forget what I said before, the problem is still there.. However,
>>>> attaching a point_viewcontrol to to the vehicle reduce most of the
>>>> sluggishness
>>>>
>>>> And thanks for the answer Tony.
>>>>
>>>>
>>>> On Wed, May 16, 2012 at 1:37 AM, Tony "omega" Sergi <omegal...@gmail.com>
>>>> wrote:
>>>>>
>>>>> It's probably your movement type.
>>>>> If you're simulating with vphysics, then you've gotta use either
>>>>> applyvelocityimpulse or make a motion controller to apply the velocity
>>>>> properly.
>>>>> if you're not using movetype_vphysics then SetAbsVelocity should work
>>>>> with for example MOVETYPE_NOCLIP or MOVETYPE_FLY.
>>>>>
>>>>>
>>>>>
>>>>> On Wed, May 16, 2012 at 1:31 PM, Psy_Commando <psycomma...@gmail.com>
>>>>> wrote:
>>>>>>
>>>>>> Alright, I think I fixed some of the problem. It still jitters from
>>>>>> time
>>>>>> to time, but if you're lucky it won't do it at all.. Thanks for the
>>>>>> help
>>>>>> this far guys.
>>>>>>
>>>>>> The problem was that the new origin and velocity weren't matching. on
>>>>>> the server itself during the same frame.
>>>>>>
>>>>>> But I still don't get it ... For some reasons if I set a velocity and
>>>>>> then change the origin, the velocity will be applied 2x times to the
>>>>>> entity,
>>>>>> making it move very fast :
>>>>>>>
>>>>>>> SetAbsVelocity( Vel );
>>>>>>>
>>>>>>> SetAbsOrigin( GetAbsOrigin() + Vel );
>>>>>>
>>>>>>
>>>>>> If I just set the velocity and not the origin, no movement at all:
>>>>>>>
>>>>>>> SetAbsVelocity( Vel );
>>>>>>
>>>>>>
>>>>>>  If I calculate my new origin, by adding a velocity I computed to the
>>>>>> current origin, the plane move a the right speed but the velocity stays
>>>>>> at 0
>>>>>> evidently, causing issue with any velocity based method ...
>>>>>>>
>>>>>>> SetAbsOrigin( GetAbsOrigin() + Vel );
>>>>>>
>>>>>>
>>>>>> Does anybody knows what's applying the velocity, and why it doesn't
>>>>>> apply it when the vehicle origin isn't changed ?
>>>>>>
>>>>>>
>>>>>>
>>>>>> On Thu, May 3, 2012 at 11:59 PM, Nick <xnicho...@gmail.com> wrote:
>>>>>>>
>>>>>>> Hard to believe a free sdk such as ALIEN SWARM is going to get any
>>>>>>> complaints if the code is buggy to begin with..I feel sorry for
>>>>>>> commando.....because without him uploading aworking sdk with the
>>>>>>> problem, there is no way for someone to help him fix it.
>>>>>>>
>>>>>>> On Thu, May 3, 2012 at 12:02 PM, Mart-Jan Reeuwijk
>>>>>>> <mreeu...@yahoo.com>
>>>>>>> wrote:
>>>>>>> > Nick, ppl only need that piece of specific code sometimes, the rest
>>>>>>> > can just
>>>>>>> > be discussed on points of interest. Which is what this mailing list
>>>>>>> > is for.
>>>>>>> > Nobody will upload a full working codebox to test it out, as the
>>>>>>> > snippet of
>>>>>>> > relevant code is the only part thats interesting to the case.
>>>>>>> >
>>>>>>> > He's only looking for pointers and idea's. That way he finds new
>>>>>>> > places to
>>>>>>> > explore in relation to the problem.
>>>>>>> >
>>>>>>> > Uploading the complete edited kit where he has a problem with solves
>>>>>>> > nothing. For 99.9999 % of all that is not relevant, not even
>>>>>>> > withstanding
>>>>>>> > that uploading a SDK is against terms most probably of the SDK. He
>>>>>>> > stated
>>>>>>> > that he used a certain SDK, and that his relevant snippet of code is
>>>>>>> > on a
>>>>>>> > certain place. Thats all thats needed really.
>>>>>>> >
>>>>>>> > ________________________________
>>>>>>> > From: Nick <xnicho...@gmail.com>
>>>>>>> > To: Discussion of Half-Life Programming
>>>>>>> > <hlcoders@list.valvesoftware.com>
>>>>>>> > Sent: Thursday, 3 May 2012, 6:34
>>>>>>> >
>>>>>>> > Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ?
>>>>>>> >
>>>>>>> > Everything would be solved if there was a working demo of the
>>>>>>> > problem.
>>>>>>> > If a random person can't download and reproduce the problem in one
>>>>>>> > or
>>>>>>> > two clicks... then....................... not going to be solved.
>>>>>>> >
>>>>>>> > Please give us an exact copy of the sdk u are using. so there is no
>>>>>>> > doubt we can reproduce the problem exactly. that is the only way it
>>>>>>> > will be fixed, ever.
>>>>>>> >
>>>>>>> > On Wed, May 2, 2012 at 4:50 AM, Saul Rennison
>>>>>>> > <saul.renni...@gmail.com>
>>>>>>> > wrote:
>>>>>>> >> Don't worry Tony, he'll ignore you again, and ask for the next week
>>>>>>> >> what's
>>>>>>> >> still wrong.
>>>>>>> >>
>>>>>>> >>
>>>>>>> >> On Wednesday, May 2, 2012, Tony "omega" Sergi wrote:
>>>>>>> >>>
>>>>>>> >>> Like i said in the first place.. it's only simulating properly on
>>>>>>> >>> ONE
>>>>>>> >>> SIDE. which is why you're jittering.
>>>>>>> >>> I'm sorry I don't have time to actually play with it for you, but
>>>>>>> >>> if you
>>>>>>> >>> listen to me that should get you on the right track.
>>>>>>> >>> the client side is running it's update code as it should, but the
>>>>>>> >>> server
>>>>>>> >>> is not moving. so the client is "fighting" with the networked
>>>>>>> >>> values.
>>>>>>> >>>
>>>>>>> >>> On Wed, May 2, 2012 at 1:40 PM, Psy_Commando
>>>>>>> >>> <psycomma...@gmail.com>
>>>>>>> >>> wrote:
>>>>>>> >>>
>>>>>>> >>> *I meant in MP with predictions off
>>>>>>> >>>
>>>>>>> >>>
>>>>>>> >>> On Wed, May 2, 2012 at 12:39 AM, Psy_Commando
>>>>>>> >>> <psycomma...@gmail.com>
>>>>>>> >>> wrote:
>>>>>>> >>>
>>>>>>> >>> I'm starting to think something on the server is messing with the
>>>>>>> >>> server-side position..
>>>>>>> >>>
>>>>>>> >>> I ran the code in MP , and noticed that the clientside position
>>>>>>> >>> was
>>>>>>> >>> steady, while the server-side pos was jittering.
>>>>>>> >>> Update on prediction jittering
>>>>>>> >>>
>>>>>>> >>>
>>>>>>> >>>
>>>>>>> >>> On Mon, Apr 30, 2012 at 4:46 PM, Psy_Commando
>>>>>>> >>> <psycomma...@gmail.com>
>>>>>>> >>> wrote:
>>>>>>> >>>
>>>>>>> >>> Oh, and did I mention that the Hl2 buggy does the same thing ?
>>>>>>> >>>
>>>>>>> >>>
>>>>>>> >>> On Sun, Apr 29, 2012 at 9:15 PM, Psy_Commando
>>>>>>> >>> <psycomma...@gmail.com>
>>>>>>> >>> wrote:
>>>>>>> >>>
>>>>>>> >>> Well I didn't change much from the ES code, I just cut the useful
>>>>>>> >>> parts,
>>>>>>> >>> and tweaked them to fit the vehicle code I had. So yeah, its
>>>>>>> >>> pretty
>>>>>>> >>> much
>>>>>>> >>> the
>>>>>>> >>> same thing they did, but I'm guessing maybe it was written that
>>>>>>> >>> way
>>>>>>> >>> to
>>>>>>> >>> fix
>>>>>>> >>> bug they had with the old prediction system, so that might explain
>>>>>>> >>> why it
>>>>>>> >>> doesn't work in my case.
>>>>>>> >>>
>>>>>>> >>> Also, since I want this to work in multiplayer, I have to have it
>>>>>>> >>> shared
>>>>>>> >>> between client/server. If its only server side the controls will
>>>>>>> >>> be
>>>>>>> >>> laggy,
>>>>>>> >>> and if its client side, it will be difficult to update the
>>>>>>> >>> position
>>>>>>> >>> on
>>>>>>> >>> other
>>>>>>> >>> clients.
>>>>>>> >>>
>>>>>>> >>> I already did override the GetRenderOrigin method and copied the
>>>>>>> >>> smoothing
>>>>>>> >>> code for the player in there. The problem is that it works only if
>>>>>>> >>> there
>>>>>>> >>> are
>>>>>>> >>> prediction errors detected, and it detects none.
>>>>>>> >>>
>>>>>>> >>> I think you're not far with the truth by saying it might be a
>>>>>>> >>> battle
>>>>>>> >>> between smoothing and simulation. One odd thing I noticed, is that
>>>>>>> >>> when I
>>>>>>> >>> run the game with maxplayer to 1, it runs only the server code,
>>>>>>> >>> and
>>>>>>> >>> the
>>>>>>> >>> jitter is still there...
>>>>>>> >>>
>>>>>>> >>>
>>>>>>> >>>
>>>>>>> >>> On Sun, Apr 29, 2012 at 4:56 PM, Joel R. <joelru...@gmail.com>
>>>>>>> >>> wrote:
>>>>>>> >>>
>>>>>>> >>> I'd start from scratch again.
>>>>>>> >>>
>>>>>>> >>> Quick question though...  Are the ships in Eternal Silence
>>>>>>> >>> updating
>>>>>>> >>> the
>>>>>>> >>> client entity position and angles as you are?  Or is it server
>>>>>>> >>> side
>>>>>>> >>> only...?
>>>>>>> >>>
>>>>>>> >>> On the flip side... I would create my own custom clientside
>>>>>>> >>> entity.  This
>>>>>>> >>> way YOU control everything that happens to it, and not the server,
>>>>>>> >>> because
>>>>>>> >>> it appears like you are battling with the prediction system.  If
>>>>>>> >>> the
>>>>>>> >>> origin/angles are off by a small tolerance (defined in
>>>>>>> >>> c_baseentity.cpp),
>>>>>>> >>> the client will teleport immediately to the server values.
>>>>>>> >>>
>>>>>>> >>> Also, for the smoothing, I'd override the GetRenderOrigin and
>>>>>>> >>> GetRenderAngles functions.  This way you can display a smoothed
>>>>>>> >>> origin/angles, but the simulation origin and angles are still
>>>>>>> >>> simulated
>>>>>>> >>> perfectly.  This may be another reason why you are getting jitter,
>>>>>>> >>> because
>>>>>>> >>> of the battle between smoothing and simulation.
>>>>>>> >>>
>>>>>>> >>>
>>>>>>> >>>
>>>>>>> >>> On Sun, Apr 29, 2012 at 2:39 PM, Psy_Commando
>>>>>>> >>> <psycomma...@gmail.com>
>>>>>>> >>> wrote:
>>>>>>> >>>
>>>>>>> >>> Finally got the dedicated server to work with my local network ip.
>>>>>>> >>> It
>>>>>>> >>> does
>>>>>>> >>> the same thing as with net_fakelag on the listen server, it
>>>>>>> >>> doesn't
>>>>>>> >>> look
>>>>>>> >>> broken to me...
>>>>>>> >>>
>>>>>>> >>> Still can't find what part of the code is causing the
>>>>>>> >>> stuttering...
>>>>>>> >>>
>>>>>>> >>>
>>>>>>> >>> On Sun, Apr 29, 2012 at 10:43 AM, Ben Pye <bfh...@gmail.com>
>>>>>>> >>> wrote:
>>>>>>> >>>
>>>>>>> >>> W
>>>>>>> >>>
>>>>>>> >>> --
>>>>>>> >>> -Tony
>>>>>>> >>>
>>>>>>> >>
>>>>>>> >>
>>>>>>> >> --
>>>>>>> >>
>>>>>>> >>
>>>>>>> >> Kind regards,
>>>>>>> >> Saul Rennison
>>>>>>> >>
>>>>>>> >> _______________________________________________
>>>>>>> >> To unsubscribe, edit your list preferences, or view the list
>>>>>>> >> archives,
>>>>>>> >> please visit:
>>>>>>> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>> >>
>>>>>>> >>
>>>>>>> >
>>>>>>> > _______________________________________________
>>>>>>> > To unsubscribe, edit your list preferences, or view the list
>>>>>>> > archives,
>>>>>>> > please visit:
>>>>>>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>> >
>>>>>>> >
>>>>>>> >
>>>>>>> >
>>>>>>> > _______________________________________________
>>>>>>> > To unsubscribe, edit your list preferences, or view the list
>>>>>>> > archives,
>>>>>>> > please visit:
>>>>>>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>> >
>>>>>>> >
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>>>> please visit:
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>>> please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> -Tony
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>
>
>
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